Author Topic: Fortean Hallucinations  (Read 25677 times)

Offline bhu

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Re: Fortean Hallucinations
« Reply #40 on: November 11, 2011, 07:53:01 PM »
Ninki Nanka, Mythical version
                      Colossal Dragon
Hit Dice:            40d12+400 (660 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Swim 50 ft., Fly 200 ft. (clumsy)
Armor Class:          41 (-8 Size, +39 Natural), touch 2, flat-footed 41
Base Attack/Grapple:  +40/+73
Attack:               Bite +50 melee (4d8+17/19-20)
Full Attack:          Bite +50 melee (4d8+17/19-20) and 2 Claws +44 melee (4d6+8) and 2 Wings +44 melee (2d8+8) and 1 Tail Sweep +44 melee (2d8+8)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Breath Weapon, Bad Omen, Frightful Presence, Death Gaze
Special Qualities:    Keen Senses, Blindsense 60 ft., Hold Breath, DR 20/Magic, SR 37, Water Control, Weaknesses
Saves:                Fort +32, Ref +22, Will +27
Abilities:            Str 45, Dex 10, Con 31, Int 20, Wis 20, Cha 20
Skills:               Bluff +40, Diplomacy +40, Hide +24, Knowledge (Arcane, History, Local, Nature) +42, Intimidate +40, Listen +40, Move Silently +40, Search +40, Spot +40, Survival +40, Swim +25
Feats:                Ability Focus (Bad Omen), Cleave, Great Cleave, Flyby Attack, Great Flyby Attack (Savage Species), Hover, Improved Critical (Bite), Improved Initiative, Narrowed Gaze (Savage Species), Power Attack, Weapon Focus (Bite), Wingover   Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite)
Environment:          Warm Marsh
Organization:         Solitary (Unique?)
Challenge Rating:     26
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          41+ HD (Collosal)
Level Adjustment:     ---


"We told him not to go down by the river."

This is the mythic version of the Ninki Nanka, an omen of death said to look somewhat like an oriental dragon or a wyvern.

Breath Weapon (Su):  Using a breath weapon is a standard action. Once a Ninki Nanka breathes, it can’t breathe again until 1d4 rounds later.  A blast from a breath weapon always starts at any intersection adjacent to the Ninki Nanka and extends in a direction of the Ninki Nanka’s choice, with an area of a 70 foot cone. The breath weapon does 24d10 Fire damage, creatures caught in the area can attempt a DC 40 Reflex saves to take half damage. The save DC against a breath weapon is 10 + ½ Ninki Nanka’s HD + Ninki Nanka’s Con modifier.

Bad Omen (Su): Any living creature that can see the Ninki Nanka must make a DC 37 Willpower Save (Save DC is Charisma Based) or be cursed with illness.  The victim gains a -4 penalty on any Saving Throws against damage or Death effects for 1 year.  This effect can be dispelled by Remove Curse, Miracle, or Wish.

Frightful Presence (Ex): A Ninki Nanka can unsettle foes with its mere presence. The ability takes effect automatically whenever the Ninki Nanka attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the Ninki Nanka. A potentially affected creature that succeeds on a DC 35 Will save (DC 10 + ½ Ninki Nanka’s HD + Ninki Nanka’s Cha modifier) remains immune to that Ninki Nanka’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Ninki Nanka ignore the frightful presence of other Ninki Nanka.

Death Gaze (Su): Death, range 30 feet, Fortitude DC 35 negates. The save DC is Charisma-based.

Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Keen Senses (Ex): A Ninki Nanka sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Control (Sp): 3/Day: Control Currents (Stormwrack), Control Water  1/Day: Flashflood (Sandstorm)

Weaknesses: If the Ninki Nanka sees it's own reflection in a mirror, it must make the Saving Throw or die (it is not immune to the effects of it's own gaze attack).

Skills: Ninki Nanka have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Combat: Since it's mere appearance tends to kill people the Ninki Nanka is generally satisfied with killing a victim or two.  It knows the rest will die.


« Last Edit: March 02, 2023, 01:42:29 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #41 on: November 11, 2011, 07:53:38 PM »
http://en.wikipedia.org/wiki/Shadow_people

http://paranormal.about.com/od/trueghoststories/a/shadow-people.htm

http://www.shadowpeople.org/

http://the-psychic-detective.com/Shadow-People.htm

http://www.monstropedia.org/index.php?title=Shadow_people


Shadow People
                      Medium Aberration (Evil, Incorporeal)
Hit Dice:             4d8+4 (22 hp)
Initiative:           +7
Speed:                50 ft. (10 squares)
Armor Class:          16 (+3 Dex, +3 Deflection), touch 16, flat-footed 13
Base Attack/Grapple:  +3/+4
Attack:               Grab +6 melee touch (Grapple)
Full Attack:          Grab +6 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Manifestation, Grab
Special Qualities:    See in Darkness, Shadow Form
Saves:                Fort +2, Ref +4, Will +5
Abilities:            Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 16
Skills:               Hide +7, Intimidate +7, Knowledge (Arcana, The Planes) +3, Listen +4, Move Silently +7, Spot +3
Feats:                Ability Focus (Frightful Presence), Improved Initiative
Environment:          Any
Organization:         Solitary or Pair
Challenge Rating:    2
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---


"I Don't like this place.  The shadows move, and I see shadows sometimes that have no owners to cast them.."

Shadow Folk are unknown intangible beings made of Shadow (in DnD they would likely come from the Plane of Shadow.  If so give them the Extraplanar Subtype).  What they want, how or if they can communicate, and what their purposes are aren't known to anyone.  But some of them do have a thing for murder...

Frightful Presence (Su): Whenever the Shadow Folk charges or moves any living opponent with less Hit Dice than itself must make a DC 17 Willpower Save or be Shaken for the rest of the encounter (Save DC is Charisma based).  Anyone making the Save is immune to this Shadow Folks Frightful Presence for 24 hours.

Manifestation (Su): If the Shadow Folk is successful in using it's  Frightful Presence it can materialize, losing it's Incorporeal trait and attacking.  It may become Incorporeal again as a Free Action, but after it's Frightful Presence wears off (i.e. the encounter ends) it must frighten another to rematerialize.

Grab (Ex):The Shadow Folk can make a Grapple Check without provoking an Attack of Opportunity.  They Drain 1d3 points of Wisdom with a successful Grapple Check.  Opponents who are brought to 0 die, and become a Shadow Folk themselves in 1d6 rounds if they are Humanoids or Animals.

See in Darkness (Ex): Shadow Folk can see perfectly normally in either natural or magical Darkness.

Shadow Form (Ex): Shadow Folk are Invisible in dark or dimly lit areas, and have a +8 Racial Bonus in poorly lit areas.  They avoid brightly lit places for obvious reasons.  Shadow Folk are immune to poison, sleep effects, paralysis, stunning, disease, death effects, petrification, polymorph, nonlethal damage, ability/energy drain and Fatigue/Exhaustion Effects.

Combat: Shadow Folk leave most beings alone other than the Humanoid races. They seem attracted to murdering them, possibly because it allows them to make more Shadow Folk.

Offline bhu

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Re: Fortean Hallucinations
« Reply #42 on: November 11, 2011, 07:54:43 PM »
http://en.wikipedia.org/wiki/Akkorokamui

http://www.paranormalknowledge.com/articles/akkorokamui.html

http://www.cryptomundo.com/cryptozoo-news/akkorokamui/

Akkorokamui
                      Colossal Animal (Aquatic)
Hit Dice:             30d8+270 (405 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-8 Size, +1 Dex, +15 Natural), touch 3, flat-footed 17
Base Attack/Grapple:  +30/+63
Attack:               Tentacle +40 melee (2d6+17/19-20)
Full Attack:          8 Tentacles +40 melee (2d6+17/19-20) and 1 Bite +34 melee (4d6+8)
Space/Reach:          30 ft./30 ft. (60 ft. with tentacles)
Special Attacks:      Improved Grab, Constrict, Stench, Terrifying Appearance
Special Qualities:    Ink Cloud-jet, Low Light Vision, Jet
Saves:                Fort +25, Ref +17, Will +19
Abilities:            Str 44, Dex 13, Con 26, Int 2, Wis 16, Cha 8
Skills:               Escape Artist +18, Listen +13, Spot +13, Swim +25
Feats:                Alertness, Cleave, Epic Reflexes, Epic Will, Great Cleave, Improved Critical (Tentacle), Improved Toughness, Iron Will, Lightning Reflexes, Multigrab, Overwhelming Critical (Tentacle), Power Attack, Weapon Focus (Tentacle)
Environment:          Temperate Aquatic
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          31+ HD (Colossal)
Level Adjustment:     ---

"If we had a choice of fishing somewhere else we would take it..."

The Akkorokamui is a gigantic octopus up to 130 meters long living in Japan, and the terror of the native Ainu.  Unlike most octopi it seems singularly aggressive, and has obviously lost the typical camouflage ability common to most octopi.  It also smells quite horrible, enough to sicken some sailors.

Improved Grab (Ex): If the Akkorokamui successfully hits with it's tentacle attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Grapple is successful it may Constrict.

Constrict (Ex): The Akkorokamui does 4d6+34 with a successful Grapple Check.

Stench (Ex): All living beings with a sense of smell within 120' of the Akkorokamui must make a DC 33 Fortitude Save or be Sickened as long as they are within range of it (Save DC is Constitution based).

Terrifying Appearance (Ex): Whenever the Akkorokamui attacks, all living beings within 120' that have less Hit Dice than it must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Modifier) or be Shaken for 24 hours.  If they succeed in making the Saving Throw, they are immune to the Akkorokamui's Terrifying Appearance.

Ink Cloud-jet (Ex): As a Free Action the Akkorokamui can unleash a cloud of ink once per minute.  The cloud covers a 60'x60'x60' area, and provides Total Concealment.  Vision in the cloud is obscured.

Jet (Ex): As a Full Round Action once per round the Akkorokamui can jet backwards in a straight line at a speed of 400'.  It does not provoke an Attack of Opportunity.

Combat: The Akkorokamui is easily seen due to it's bright coloring, so it dispenses with subtlety by swiftly approaching fishing boats to steal their catch, and perhaps a few sailors.  If the Akkorokamui is currently grappling someone, a Sunder attack against that tentacle will sever it once it reaches 20 points of damage.  If it loses more than 3 tentacles, or manages to get the catch, it will withdraw.  The limb will regrow in 1d10+10 days.


Offline bhu

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Re: Fortean Hallucinations
« Reply #43 on: November 11, 2011, 09:36:28 PM »
http://en.wikipedia.org/wiki/Veo

http://en.wikipedia.org/wiki/Giant_Pangolin

                      Veo
                      Large Animal
Hit Dice:             4d8+12 (30 hp)
Initiative:           -1
Speed:                25 ft. (5 squares), 25 ft climb
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +3/+12
Attack:               Claw +7 melee (1d8+4)
Full Attack:          2 Claws +7 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +7, Ref +3, Will +2
Abilities:            Str 20, Dex 8, Con 17, Int 2, Wis 13, Cha 4
Skills:               Balance +8, Climb +13, Listen +3, Search +3, Spot +3
Feats:                Power Attack, Cleave
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-10 HD (Large)
Level Adjustment:     ----

"It's a good thing this critter only eats ants."

The Veo is a giant Pangolin from Cryptozoology.

Skills: Veo have a +8 Racial bonus on Balance and Climb checks.

Combat: The Veo generally don't initiate combat, and the size of their claws dissuades most attackers.

Offline bhu

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Re: Fortean Hallucinations
« Reply #44 on: November 11, 2011, 09:46:34 PM »
http://theshadowlands.net/jd.htm

http://www.elktownship.com/myth.html

http://en.wikipedia.org/wiki/Jersey_Devil

http://www.strangemag.com/jerseydevil1.html

http://www.prairieghosts.com/jerseydevil.html

Well the Jersey Devil should be fun.  Size and description varies more than the Chupacabra.  Here's a nice sample:

"I looked out upon the Delaware and saw flying diagonally across what appeared to be a large crane, but which was emitting a glow like a fire-fly. Its head resembled that of a ram, with curled horns, and its long thick neck was thrust forward in flight. It had long thin wings and short legs, the front legs shorter than the hind."

It was three feet high... long black hair over its entire body, arms and hands like a monkey, face like a dog, split hooves [...] and a tail a foot long

In general appearance it resembled a kangaroo... It has a long neck and from what glimpse I got of its head its features are hideous. It has wings of a fairly good size and of course in the darkness looked black. Its legs are long and somewhat slender and were held in just such a position as a swan's when it is flying...It looked to be about four feet high

"As nearly as I can describe the terror, it had the head of a horse, the wings of a bat and a tail like a rat's, only longer

“about three and a half feet high, with a face like a collie and a head like a horse. It had a long neck, wings about two feet long and its back legs were like those of a crane and it had horse’s hooves. It walked on its back legs and held up two short front legs with paws on them

He described it as being about six-feet tall with horns and matted black fur. Could this have been the reported Jersey Devil - or some other creature altogether? Irwin stated that he and the creature stared at one another for several minutes before the monster finally turned and ran into

room erupted with screams as the child grew at an enormous rate, becoming taller than a man and changing into a beast which resembled a dragon, with a head like a horse, a snake-like body and bat's wings.
As soon as it was full-grown, the monster began beating all the woman (including his mother) with its thick, forked tail. With a harsh cry, it flew through the chimney and vanished into the storm.

Mr. Evans gave the following account: "It was about three feet and a half high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we were watching. My wife and I were scared, I tell you, but I managed to open the window and say, 'Shoo!' and it turned around, barked at me, and flew away".

The Jersey Devil of lore does not look like anything humanoid. It is a creature with the head of a horse, large wings and claws, and has a roughly four-foot-long serpentine body. When a person sees the Devil, he or she sees an omen of disaster to come. According to early legends, its appearances have come before

While the descriptions vary, several factors remain fairly constant. It is commonly described as having a long neck, with wings and hooves. It is often said to have a horse-like head and a tail. The height of the creature varies among sightings from about three feet to more than seven feet. Most sightings also report that the creature has glowing bright red eyes and emits a high, human-like scream

its also been described as a 7 foot tall hairy man

Despite being an outsider (?) it apparently requires food but doesnt age.  It apparently moves faster than possible for an animal and despite its slight size is strong enough to shake cars and fight rooms full of people.  Seems immune to the problems of being exposed to the elements.

Jersey Devil version 1
Small Magical Beast
Hit Dice: 5d10+20 ( 47 hp)
Initiative: +7
Speed: 50 ft. (10 squares), 80 ft. Flight (average)
Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Bite +10 melee (1d4+4)
Full Attack: Bite +10 melee (1d4+4) and 2 Hooves (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Damage Reduction 3/-, Regeneration
2
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 18, Dex 16, Con 20, Int 3, Wis 16, Cha 12
Skills: Climb +5, Hide +8, Intimidate +4, Move Silently +5,
Spot +5
Feats: Alertness, Improved Initiative
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 3
Treasure: None
Alignment: Chaotic Neutral?
Advancement: 6+ HD
Level Adjustment: ---

"You can laugh all you want! Ah saw it! It pooped on mah haid! It pooped on mah wife too!

Honestly ah wasn't so upset 'bout thet last part."


This is one of the cryptid versions of the Jersey Devil. The one most commonly described as hooved and winged with a vaguely horselike head and a thin tail.

Combat: The Jersey Devil only attacks small prey unless provoked.  Even then it often simply attacks once before flying away.

Offline bhu

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Re: Fortean Hallucinations
« Reply #45 on: November 11, 2011, 09:46:58 PM »
Jersey Devil version 2
Medium Outsider (Native, Evil)
Hit Dice: 10d8+40 (95 hp)
Initiative: +7
Speed: 40 ft. (8 Squares), 60 ft. Flight (average)
Armor Class: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18
Base Attack/Grapple: +10/+14
Attack: Tail Smash +14 melee (1d6+4)
Full Attack: 1 Tail Smash +14 melee (1d6+4), 1 Bite +12 melee (1d6+2),
and 2 Claws +12 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Glow, Fiery Aura, Dark Vision 60', Damage Reduction 5/Magic,
Immune to Poison, Resistance to Acid/Cold/Electricity/Fire 10,
Harbinger
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 20, Dex 17, Con 19, Int 6, Wis 16, Cha 12
Skills: Climb +15, Intimidate +11, Jump +15, Move Silently +13,
Spot +13, Survival +8, Listen +13, Search +6
Feats: Alertness, Dodge, Improved Initiative, Multiattack
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil
Advancement: 11+ HD
Level Adjustment: ---

"Oy! You th' Devil?"

"I've been called that yes."

"Yer boy bin settin' fire to mah chikins again.  Reckon you know why ah'm here."

"Some pathetic, ill-advised attempt at revenge?."

"Nope.  Ah'm here t'set YOR chikins on fire."

"Oh this should be good..."

This is the serpent bodied, ram-horned Jersey Devil with a forked tail. A Devils son.

Glow (Su): The Jersey Devil gives off a bright glow effectively as bright as a Daylight spell permanently centered on it. It automatically fails all Hide checks.

Fiery Aura (Su): Once per week the Devil can use the warm flames version of the
spell Fire Shield as an 8th level Sorcerer.

Harbinger (Su): The Devil is a Harbinger of disaster. Anyone encountering it must
make a DC 16 Willpower Save or take a -2 Profane bonus to all
rolls for 24 hours. Successful Saves render the opponent
immune to this effect for 24 hours.

Combat: The Jersey Devil in this incarnation is much more powerful, leaving burning houses and destruction in it's wake.  It often lights fires as a means of dsicouraging pursuit before fleeing to fight another day.

Offline bhu

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Re: Fortean Hallucinations
« Reply #46 on: November 11, 2011, 09:47:20 PM »
Jersey Devil version3
Medium Monstrous Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Slam +12 melee (1d6+7)
Full Attack: 2 Slams +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Powerful Build, Fast Healing 1, Damage
Reduction 1/-
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 25, Dex 14, Con 19, Int 14, Wis 14, Cha 19
Skills: Climb +10, Hide +7, Jump +10, Move Silently +7, Spot +7,
Survival +9, Listen +6
Feats: Great Fortitude, Power Attack
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 6+ HD
Level Adjustment: ---

"You tha one bin eatin' mah cows boy?"

"RROOOAAARR!"

"You owe me munny hairball.  I kin take it out a'yer pockets, or outta yer ___.  "Whut's it gonna be?"

about 50 yards away:

"I say isn't that our cattle wrangler Puddlefoot?  What do you suppose he's doing over there?"

"Off hand I'd say he's stumbled upon a creative form of suicide old chum."

This is the bigfoot like Devil. A shaggy black furred humanoid with horns.

Combat: This version of the Devil tends to loom menacingly at great distances or simply pummel any foes coming close to it.

Offline bhu

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Re: Fortean Hallucinations
« Reply #47 on: November 11, 2011, 09:48:26 PM »
http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html
http://www.meta-religion.com/Paranormale/Cryptozoology/african_mystery_beasts.htm
 https://en.wikipedia.org/wiki/Lukwata
https://abookofcreatures.com/2019/07/29/lukwata/
https://cryptidarchives.fandom.com/wiki/Lukwata
https://cryptidz.fandom.com/wiki/Lau
https://cryptidarchives.fandom.com/wiki/Lau

Okay apparently there are several concepts for the Lau and Lukwata. The first is an Elasmosaur (which is already statted out, use Plesiosaurs for 5E). The second is a 12 to 100 foot long serpent. it would basically be the constrictor snake upsized to Colossal size without the constriction attack and about 40 Hit Dice. The third is 12 foot long catfish which you could use the stats for a Large Shark for (Huter SHark in 5e). The fourth is a gigantic serpent with fire flashing from its eyes that snares people from boats with the tentacles sprouting from its muzzle. Apparently it spends much of its time hunting crocs and lives in swamps, lakes, and rivers.

Lukwata version 2, the Big Snake

Lukwata
Colossal Animal
Hit Dice: 40d8+240 (420 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 5, flat-footed 15
Base Attack/Grapple: +30/ +61
Attack: Bite +37 melee (3d6+22/19-20)
Full Attack: Bite +37 melee (3d6+22/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: ---
Special Qualities: Low-light Vision, Blindsense 60 ft., Scent, Hold Breath
Saves: Fort +27, Ref +25, Will +14
Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
Skills: Balance +18, Climb +30, Hide +2, Listen +14, Spot +14, Swim +30
Feats: Alertness, Cleave, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Improved Toughness, Mighty Roar (Savage Species), Power Attack, Skill Focus (Hide), Snatch, Weapon Focus (Bite)  Epic Feats: Dire Critical (Bite), Overwhelming Critical (Bite)
Environment: Warm Swamp
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD (Colossal)
Level Adjustment: ----


"I say Alfred why do you suppose those gibbering lunatics are screaming at us and waving their arms?"

"If I'm translating what they're saying correctly sir, it appears to be 'Get away from the water you ignorant fools'."


This version of the Lukwata is an enormous serpent that hides in the rivers in Uganda.

Hold Breath (Ex): Lukwata may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line. A Lukwata can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Combat: The Lukwata is an ambush predator, attacking and swimming away.  It returns to pick off victims one by one.

« Last Edit: March 02, 2023, 02:08:04 AM by bhu »

Offline bhu

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Re: Fortean Hallucinations
« Reply #48 on: November 11, 2011, 09:49:09 PM »
Lukwata version 4, the Thing

Lukwata
Colossal Aberration
Hit Dice: 40d8+240 (420 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 5, flat-footed 15
Base Attack/Grapple: +30/ +61
Attack: Tentacle +37 melee (grapple)
Full Attack: 6 Tentacles +37 melee (grapple), and 1 Bite +38 melee (3d6+7/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab, Whirlpool
Special Qualities: Darkvision 60 ft., Blindsense 60 ft., Scent, Hold Breath
Saves: Fort +18, Ref +16, Will +25
Abilities: Str 41, Dex 17, Con 21, Int 10, Wis 16, Cha 20
Skills: Balance +18, Climb +30, Hide +7(+17 underwater), Knowledge  (Arcana, Local, Nature) +14, Listen +14, Spot +14, Swim +30
Feats: Alertness, Cleave, Endurance, Great Cleave, Greater Multigrab*, Improved Critical (Bite), Improved Initiative, Improved Multiattack, Improved Toughness, Mighty Roar*, Multiattack, Multigrab*, Skill Focus (Hide), Weapon Focus (Bite)
Environment: Warm Swamp
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD (Colossal)
Level Adjustment: ----

*Savage Species

"Quite stirring our encounter with that giant snake, eh Alfred?"

"I'm sorry Sir I couldn't hear you over the sound of my bowels voiding."

"I beg your pardon!?!"

"Please look behind you sir."

This version of the Lukwata is the fiery eyed tentacled monstrosity.

Improved Grab (Ex): Whenever the Lukwata hits with a Tentacle attack it may initiate a grapple as a free attack without provoking an attack of opportunity. If it wins the Grapple and manages to pin its opponent it automatically does bite damage as long as the grapple is held successfully.

Whirlpool (Sp): The Lukawata can cast Maelstrom 1/day as a Spell-Like Ability.

Hold Breath (Ex):
Lukwata may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.  A Lukwata can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Combat:  This version of the Lukwata is more of a Grappler than it's Serpent version.

« Last Edit: March 02, 2023, 02:07:33 AM by bhu »

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Re: Fortean Hallucinations
« Reply #49 on: November 11, 2011, 09:49:38 PM »
http://www.newanimal.org/gbats.htm

http://en.wikipedia.org/wiki/Ahool

http://www.paraview.com/shuker/shuker_excerpt.htm


Ahool
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 40 ft. (good)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, Lowlight Vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +7, Listen +9, Move Silently +3, Spot +9
Feats: Alertness
Environment: Warm Forest
Organization: Solitary or colony (5-8)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---


"Okay so what attacked you three gentlemen?"

"It was a giant bat!"

"It was a flying monkey!"

"It was a weird freaky reptile critter!"

"Great.  3 drunks in the entire kingdom and I get them on my shift..."

"Hey screw you buddy!  Some flying thing just bit off my ear and pooped down my neck.  I'm entitled to some whiskey..."

The Ahool is either a large bat, a flying primate, or a pterosaur. Stats should be similar just remove the Blindsense if its not a bat.

Blindsense (Ex): The Ahool can notice and locate all creatures within 30 feet. This does not negate concealment.

Skills: The Ahool has a +4 Racial bonus on Spot and Listen checks. This bonus is lost if its Blindsense is negated.

Combat: Ahool prefer smaller prey, and usually bite and retreat against larger critters.

Offline bhu

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Re: Fortean Hallucinations
« Reply #50 on: November 11, 2011, 09:50:04 PM »
https://cryptidz.fandom.com/wiki/Emela-Ntouka
https://cryptidarchives.fandom.com/wiki/Emela-ntouka
http://www.cryptomundo.com/cryptozoo-news/emela-ntouka/
http://www.newanimal.org/emela.htm

Emela-ntouka
Huge Animal
Hit Dice: 14d8+112 (175 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (-2 Size, -1 Dex, + 11 Natural), touch 7, flat-footed 18
Base Attack/Grapple: +10/+28
Attack: Gore +18 melee (2d8+15)
Full Attack: Gore +18 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Trample (2d10+15)
Saves: Fort +18, Ref +8, Will +5
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +12, Spot +11
Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush
Environment: Warm Swamp
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 15- 30 HD (Huge)
Level Adjustment: ----


"So whats this thing were huntin' called?"

"It is called the Emela-ntouka."

"Wassat mean in mah language?"

"Elephant killer."

"Bert...ah think we're gettin' screwed on this deal..."

The Emela-ntouka is a swamp dwelling cryptid that makes life interesting for the Central African peoples.  It is a semi aquatic herbivore that is highly aggressive that is the size of a large elephant.   It is a rhino likee creature with a crvdilian tail and elephantine ears.  It's been called an aquatic rhino, a ceratopsian, or an Arsinotherium, despite not matching their descriptions entirely.

Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+30 damage.

Trample (Ex): DC 27 Reflex Save for half damage.

Combat: The Emela-ntouka usually charge and tramples opponents underfoot.

« Last Edit: February 12, 2023, 12:03:30 AM by bhu »

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Re: Fortean Hallucinations
« Reply #51 on: November 11, 2011, 09:50:28 PM »
Ye Generic Lake Monster (Medium Sized)
Medium Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +4
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 10
Skills: Listen +7, Spot +7, Swim +9
Feats: Alertness, Endurance
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Medium)
Level Adjustment: ----


Ye Generic Lake Monster (Large Sized)
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d10+6)
Full Attack: Bite +6 melee (1d10+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +8, Swim +12
Feats: Alertness, Endurance
Challenge Rating: 3
Advancement: 6-9 HD (Large)
Level Adjustment: ----

Ye Generic Lake Monster (Huge Sized)
Huge Animal
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +9, Swim +16
Feats: Alertness, Endurance, Improved Toughness, Swim-By Attack
Challenge Rating: 5
Advancement: 11-14 HD (Huge)
Level Adjustment: ----




Ye Generic Lake Monster (Gargantuan Sized)
Gargantuan Animal
Hit Dice: 15d8+120 (187 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-4 Size, +2 Dex, +9 Natural), touch 8, flat-footed 15
Base Attack/Grapple: +11/+36
Attack: Bite +19 melee (2d8+18)
Full Attack: Bite +19 melee (2d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +17, Ref +11, Will +7
Abilities: Str 34, Dex 14, Con 26, Int 2, Wis 14, Cha 10
Skills: Listen +11, Spot +11, Swim +20
Feats: Alertness, Cleave, Endurance, Improved Toughness, Power Attack, Swim-By Attack
Challenge Rating: 7
Advancement: 16-28 HD (Gargantuan)
Level Adjustment: ----

"I say Alfred, our boat seems to be getting attacked by some sort of generic lake monster."

"I must say I've always rather preferred the more specific lake monsters sir."

"Yes, quite."

While doing up cryptid lake monsters I realized most of them are either snake or elasmosaur like, with pretty much similar abilities.  Hence the Generic Lake Monster Template above.  Add weird abilities as necessary.

Skills: Lake Monsters have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Lake Monster can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

Combat:  Most Lake Monsters appear, and then simply go away after being seen.  Some are more bitey though...

Offline bhu

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Re: Fortean Hallucinations
« Reply #52 on: November 11, 2011, 09:51:13 PM »
http://en.wikipedia.org/wiki/Tsuchinoko

http://www.youkaimura.org/tsuchinoko.htm

http://farshores.org/c04snake.htm


Tzuchinoko cryptid version
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1 plus poison)
Full Attack: Bite +5 melee (1 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Jump +10, Listen +5, Spot +5, Swim +6
Feats: Weapon Finesse
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----

"Abner...there's a snake on our foodpack smilin' Abner..."


Tzuchinoko are odd snakelike cryptids from Japan.

Skills: Tzuchinoko have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, Jump, and Swim checks. They may use their Strength or Dexterity bonus for Climb checks whichever is better. They may always take 10 on a Swim check even if threatened or distracted, and may use the Run action while swimming in a straight line.

Poison(Ex): Injury, DC 11 Fortitude Save, Initial and Secondary Damage is 1d6 Con

Combat: Tzuchinoko fight a lot like any other poisonous snake, albeit perhaps with more jumping.

Offline bhu

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Re: Fortean Hallucinations
« Reply #53 on: November 11, 2011, 09:51:45 PM »
https://bcscc.ca/mokele
https://cryptidarchives.fandom.com/wiki/Mokele-mbembe
http://en.wikipedia.org/wiki/Mokele_Mbembe
https://www.livescience.com/38871-mokele-mbembe.html

Mokele-Mbembe
Huge Animal
Hit Dice: 16d8+144 (216 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Bite +20 melee (2d4+15) or Tail +20 melee (1d12+15)
Full Attack: Bite +20 melee (2d4+15) or Tail +20 melee (1d12+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+15
Special Qualities: Low Light Vision, Scent, Hold Breath
Saves: Fort +18, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 26, Int 2, Wis 12, Cha 12
Skills: Listen +13, Spot +12, Swim +18
Feats: Alertness, Awesome Blow, Endurance, Improved Bull Rush, Improved Toughness, Power Attack
Environment: Warm Swamps
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: none
Alignment: Always Neutral
Advancement: 17-31 HD (Gargantuan), 32-64 HD (Colossal)
Level Adjustment: ----

"THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!"

"Ummm....it's a baby dinosaur..."

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!!!!!!!!!

"Can we not do that when you're standing next to me."

"FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!"

"Dude, seriously...it' just sitting there eating weeds..."

"IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!"

"Are you perhaps due for any medications I should nknow about?"


The Mokole-Mbembe is one of the most feared cryptids in all of Africa.   Odd considering it looks like a really small Sauropod.

Trample (Ex): Reflex Save DC 28 for i/2 damage, Save DC is Strength based.

Hold Breath (Ex): Mokole-Mbembe can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

Skills: Mokole-Mbembe have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Combat: The Mokele-Mbembe likes to trample natives underfoot if you listen to them.  Others say it's pretty peaceful as long as you leave it alone.

« Last Edit: March 02, 2023, 02:12:59 AM by bhu »

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Re: Fortean Hallucinations
« Reply #54 on: November 11, 2011, 09:52:05 PM »
Super Worm Nessie Alternate 1
Huge Vermin (Aquatic)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Swim 40 ft
Armor Class: 16 (-2 Size, +2 Dex, +6 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +5 melee (2d6+3)
Full Attack: Bite +5 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (15 ft. with Bite)
Special Attacks: -
Special Qualities: Amphibious, Blindsense 30', Tremor Sense 40', vermin traits
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 17, Dex 15, Con 15, Int -, Wis 10, Cha 2
Skills: Hide +4, Listen +3, Search +2, Swim +11
Feats: Skill Focus (Hide), Great Fortitude, Improved Toughness
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 7-11 HD (Huge)
Level Adjustment: ---


"There's worms in them thar Lochs."

This is the giant worm variant of Nessie.

Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

Skills: Super Worms gain a +4 Racial Bonus on Hide and Search checks.

Combat: The giant worm version of the Loch Ness monster...pretty much attacks like other worms.

Offline bhu

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Re: Fortean Hallucinations
« Reply #55 on: November 11, 2011, 09:52:21 PM »
Nessie Alternate 3: Long Necked Seal
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Swim 40 ft.
Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 10 ft./5 ft. (10 ft with Bite)
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +13
Feats: Alertness, Endurance, Great Fortitude
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Large)
Level Adjustment: ---

"Thars Seals in them thar Lochs..."

Hold Breath (Ex):Giant Seals can hold their breath for a number of rounds equal to 6 times their Constitution score before they risk drowning.

Skills: Giant Seals gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

Combat: Giant seals tend to fight like regular seals, by swimming away from any danger bigger than themselves.  Unless maybe it's mating season and they're feeling territorial.

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Re: Fortean Hallucinations
« Reply #56 on: November 11, 2011, 09:52:37 PM »
Nessie Alternate 2: Giant Eel
Huge Animal (Aquatic)
Hit Dice: 10d8+20 (65 hp)
Initiative: +9
Speed: Swim 60 ft. (12 squares)
Armor Class: 17 (-2 Size, +5 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +7/+19
Attack: Bite +10 melee (2d6+4)
Full Attack: Bite +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft with Bite)
Special Attacks: -
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +11, Ref +12, Will +4
Abilities: Str 18, Dex 21, Con 15, Int 1, Wis 12, Cha 2
Skills: Hide +7, Listen +6, Spot +6, Swim +12
Feats: Alertness, Improved Initiative, Skill Focus (Hide)Weapon Finesse
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 11-17 HD (Huge)
Level Adjustment: ---

"There's Eels in them that Lochs..."

Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

Skills: Giant Eels gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

Combat: Giant Eels fight pretty much like any other eels: biting.

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Re: Fortean Hallucinations
« Reply #57 on: November 11, 2011, 09:52:55 PM »
http://www.joanocean.com/sasquatch.html
Bigfoot, Star People
Large Monstrous Humanoid
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Slam +19 melee (1d4+10)
Full Attack: 2 Slams +19 melee (1d4+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell Like Abilities, Rock Throwing
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 60', Medicine Wheels
Saves: Fort +12, Ref +9, Will +11
Abilities: Str 30, Dex 14, Con 24, Int 15, Wis 15, Cha 24
Skills: Concentration +13, Diplomacy +12, Heal +7, Hide +7, Jump +15, Knowledge (Arcane, Nature) +5, Listen +7, Spot +7, Survival +7, Swim +15
Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will
Environment: Temperate Forest or Underground
Organization: Solitary, Pair, Group (3-6), or City (100+)
Challenge Rating: 10
Treasure: None
Alignment: Neutral Good
Advancement: 11-20 HD (Large)
Level Adjustment: ---

"Wow...wow your a ... niiiiiice bigfooooot (Jimmy get the shotgun)...."

This is the version of Sasquatch from Joan Ocean's website.

Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see below), Stinking Cloud, Ventriloquism 3 times per day: Fear, Divination, Dimension Door once per day: Ethereal Jaunt, Teleport

Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119).

Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action.

Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from.

Near Immortality: The Sasquatch are immune to aging effects.

Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it.

Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight.

Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.


Messin' With Humans
Conjuration (Teleportation)
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Any small, non-magical unattended object weighing 5 pounds or less
Duration: Instantaneous You may teleport any one non living object weighing 5 pounds or less that you can see, that is within the Range of this spell to any other point within range of this spell that you can see. By making a DC 20 Caster level check you can actually teleport it onto someone. If you can make a DC 30 Caster level check you can teleport it onto them without their knowledge.
« Last Edit: July 19, 2017, 11:20:17 PM by bhu »

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Re: Fortean Hallucinations
« Reply #58 on: November 11, 2011, 09:53:12 PM »
http://www.joanocean.com/sasquatch.html
Bigfoot, Star People, Wise Ones
Large Monstrous Humanoid
Hit Dice: 15d8+105 (172 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d4+10)
Full Attack: 2 Slams +24 melee (1d4+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell Like Abilities, Rock Throwing, Erase Memory, Crow Form
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 100', Medicine Wheels
Saves: Fort +11, Ref +11, Will +13
Abilities: Str 30, Dex 14, Con 24, Int 18, Wis 18, Cha 24
Skills: Concentration +13, Diplomacy +16, Heal +12, Hide +7, Jump +15, Knowledge (Arcane, Nature) +12, Listen +12, Search +14, Sense Motive +14, Spot +12, Survival +12, Swim +15
Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will Environment: Temperate Forest or Underground
Organization: Solitary, Pair, Group (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Neutral Good
Advancement: 15-24 HD (Large)
Level Adjustment: ---

"OMG!!! OMG That critter has a face!!"

This is the advanced version of Sasquatch from Joan Ocean's website.

Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see page 20), Stinking Cloud, Ventriloquism 5 times per day: Fear, Divination, Dimension Door 3 times per day: Ethereal Jaunt, Teleport

Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119).

Erase Memory (Su): As a Standard Action a Wise One may alter the memory of anyone within 60' if they fail a DC 24 Willpower Save. This only erases the memories of the presence of the Wise One.

Crow Form (Su): At will as a Standard Action a Wise One may assume Crow Form. It's Str becomes a 1, and it's Dex increases by +2. It gains a 1d2 claw attack (2 claw attacks with a Full Attack), a Land Speed of 10', and a Fly Speed of 40' (average). It may remain in Crow Form for 1 hour per point of Constitution Modifier.

Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action.

Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from.

Near Immortality: The Sasquatch are immune to aging effects.

Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it.

Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight.

Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.

Offline bhu

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Re: Fortean Hallucinations
« Reply #59 on: November 11, 2011, 09:54:49 PM »
http://www.newanimal.org/howlersnake.htm

Guariba-boia Cryptid version
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"That is the ugliest otter I ever did see."

"Uh...Abner I think it heard you..."

This is the odd mammalian cryptid version of the Howler Monkey Snake.

Hold Breath (Ex): The Guariba-boia can hold it's breath for 6 times it's Constitution Modifier before it risks drowning.

Skills: The Guariba-boia has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line.

Combat: if anything enters the water the Guariba-boia will attempt to bite, but otherwise it's left alone.